CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

notify_faith_of_holy_site_change_effect

notify_faith_of_holy_site_change_effect = { MESSAGE = … MESSAGE_BY_ACTOR = … }

game/common/scripted_effects/00_religion_effects.txt, line 1428 (30 lines). Parameters: $MESSAGE$, $MESSAGE_BY_ACTOR$.

notify_faith_of_holy_site_change_effect is a scripted effect in Crusader Kings III, written at line 1428 of its file. A call passes 2 parameters: MESSAGE and MESSAGE_BY_ACTOR. The game's script calls it in 3 places, among them on_faith_holy_site_added (on action), on_faith_holy_site_eminence_changed (on action) and on_faith_holy_site_removed (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.

The comment above it in the file

on_faith_holy_site_* provides holy_site, title, and actor
$MESSAGE$ and $MESSAGE_BY_ACTOR$ are the loc keys
Toast only reaches the local player
Loc keys must be lowercase

What it does

  • Every player:
    • Where:
      • faith = scope:notified_faith
    • If

      a check the game hides

      Then

      • localization_values = { notified_faith = scope:notified_faith changed_holy_site = scope:holy_site holy_site_actor = scope:actor }

      Otherwise

      • localization_values = { notified_faith = scope:notified_faith changed_holy_site = scope:holy_site }

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.

The script as written (30 lines of game script)
notify_faith_of_holy_site_change_effect = {
	save_temporary_scope_as = notified_faith
	every_player = {
		limit = { faith = scope:notified_faith }
		if = {
			limit = { exists = scope:actor }
			send_interface_toast = {
				type = $MESSAGE_BY_ACTOR$
				left_icon = scope:actor
				right_icon = scope:title
				localization_values = {
					notified_faith = scope:notified_faith
					changed_holy_site = scope:holy_site
					holy_site_actor = scope:actor
				}
			}
		}
		else = {
			send_interface_toast = {
				type = $MESSAGE$
				left_icon = scope:notified_faith
				right_icon = scope:title
				localization_values = {
					notified_faith = scope:notified_faith
					changed_holy_site = scope:holy_site
				}
			}
		}
	}
}

As written in game/common/scripted_effects/00_religion_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls notify_faith_of_holy_site_change_effect.

On actions (the game's own hooks) (3)

  • on_faith_holy_site_added
  • on_faith_holy_site_eminence_changed
  • on_faith_holy_site_removed

Source: game/common/scripted_effects/00_religion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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